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FreewayGamesTest/Assets/Synaptic AI Pro/Shaders/Caustics/SynapticCaustics.shader
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Shader "Synaptic/Caustics"
{
Properties
{
[Header(Caustics Settings)]
_CausticsTex ("Caustics Texture", 2D) = "white" {}
_CausticsColor ("Caustics Color", Color) = (1, 1, 1, 1)
_CausticsIntensity ("Intensity", Range(0, 3)) = 1.0
[Header(Animation)]
_Speed1 ("Layer 1 Speed", Vector) = (0.1, 0.1, 0, 0)
_Speed2 ("Layer 2 Speed", Vector) = (-0.07, 0.05, 0, 0)
_Scale1 ("Layer 1 Scale", Float) = 1.0
_Scale2 ("Layer 2 Scale", Float) = 1.2
[Header(Depth Fade)]
_DepthFadeStart ("Depth Fade Start", Float) = 0.0
_DepthFadeEnd ("Depth Fade End", Float) = 10.0
[Header(Projection)]
_ProjectionHeight ("Projection Height", Float) = 5.0
}
SubShader
{
PackageRequirements { "com.unity.render-pipelines.universal" }
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent+100"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "CausticsURP"
Blend One One
ZWrite Off
Cull Back
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float4 screenPos : TEXCOORD2;
float fogFactor : TEXCOORD3;
};
TEXTURE2D(_CausticsTex);
SAMPLER(sampler_CausticsTex);
CBUFFER_START(UnityPerMaterial)
float4 _CausticsTex_ST;
float4 _CausticsColor;
float _CausticsIntensity;
float4 _Speed1;
float4 _Speed2;
float _Scale1;
float _Scale2;
float _DepthFadeStart;
float _DepthFadeEnd;
float _ProjectionHeight;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.worldPos = TransformObjectToWorld(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.screenPos = ComputeScreenPos(OUT.positionCS);
OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
// World position based UV for seamless projection
float2 worldUV = IN.worldPos.xz;
// Animated dual-layer caustics
float time = _Time.y;
float2 uv1 = worldUV * _Scale1 + time * _Speed1.xy;
float2 uv2 = worldUV * _Scale2 + time * _Speed2.xy;
// Sample both layers
float caustics1 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv1).r;
float caustics2 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv2).r;
// Combine with min for more realistic caustics pattern
float caustics = min(caustics1, caustics2);
caustics = pow(caustics, 1.5) * 2.0; // Contrast boost
// Depth-based fade (if depth texture available)
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
float depth = SampleSceneDepth(screenUV);
float linearDepth = LinearEyeDepth(depth, _ZBufferParams);
float depthFade = saturate((linearDepth - _DepthFadeStart) / (_DepthFadeEnd - _DepthFadeStart));
depthFade = 1.0 - depthFade;
// Final color
float3 color = _CausticsColor.rgb * caustics * _CausticsIntensity * depthFade;
// Apply fog
color = MixFog(color, IN.fogFactor);
return float4(color, caustics * _CausticsColor.a * depthFade);
}
ENDHLSL
}
}
// Built-in Render Pipeline fallback
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent+100"
}
Pass
{
Name "CausticsBuiltIn"
Blend One One
ZWrite Off
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
sampler2D _CausticsTex;
float4 _CausticsTex_ST;
float4 _CausticsColor;
float _CausticsIntensity;
float4 _Speed1;
float4 _Speed2;
float _Scale1;
float _Scale2;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.uv;
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// World position based UV
float2 worldUV = i.worldPos.xz;
// Animated dual-layer
float time = _Time.y;
float2 uv1 = worldUV * _Scale1 + time * _Speed1.xy;
float2 uv2 = worldUV * _Scale2 + time * _Speed2.xy;
// Sample both layers
float caustics1 = tex2D(_CausticsTex, uv1).r;
float caustics2 = tex2D(_CausticsTex, uv2).r;
// Combine
float caustics = min(caustics1, caustics2);
caustics = pow(caustics, 1.5) * 2.0;
// Final color
fixed3 color = _CausticsColor.rgb * caustics * _CausticsIntensity;
UNITY_APPLY_FOG(i.fogCoord, color);
return fixed4(color, caustics * _CausticsColor.a);
}
ENDCG
}
}
FallBack "Transparent/Diffuse"
}